Arakawa

ARENA Arakawa b3

Sep 1, 2009
573
323
11/1/11-a5fix released
-added spawn doors to prevent excited soldiers and demos escaping
-did some small stuff here and there

13/1/11-a6 released
-Removed the old brush spawn doors and made them into animated ones so they could open upward
-Once everyone exits the spawn the spawn doors will shut locking everyone out
-added some small props for detail
-Added River Arakawa visable in the main centre packing room along with sounds
-fix some clipping errors found

If you were wondering how I made the river run though the middle.....here it is
arena_arakawa_a60004.jpg


Download: http://dl.dropbox.com/u/8923481/A6/arena_arakawa_a6.bsp
 
Sep 1, 2009
573
323

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
It's very blech. I'd consider using blocklight and just putting light_spot entities in the gaps in the roof instead so it doesn't look as bad.
 
Sep 1, 2009
573
323
After a month nearly 2 months of hard work and effort Arakawa is finally B1

26/2/11-b1a released
-Detailed everything in a lumberyard dock theme
-added beta stuff
-HDR
-Improved clipping everywhere
-Optimised the map as best I could

Map Download: http://dl.dropbox.com/u/8923481/b1/arena_arakawa_b1a.bsp

Here enjoy a screenshot :

arena_arakawa_b1a0002.jpg
 
Sep 1, 2009
573
323
So I am getting the idea that I should add more detail props and overlays. Rework the control point damaged planks to look more tf2-ish. Use some sort of sign or tape to warn people about the deathpit and thats about it.
Am I right :3 ?
 
Sep 1, 2009
573
323
After taking a nice rest and careful checking Arakawa has returned to b2

6/5/11 -b2 released
-Repaired clipping around the catwalks near the cliff
-Added a few more areaportals
-Added a few more details and changed the broken wood in middle
-Added a visual represenation of the edge of the cliff

Download: http://dl.dropbox.com/u/8923481/arena_arakawa_b2.bsp.bz2
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
Issues with skybox when falling in water.

3D37115F8778E5BF2CA3A96A8993D0DBF6C3A860


Also, for detail's sake, offset that lighthouse a bit. Having it dead center really exaggerates the fact that the arena map is just one symmetrical location. Plus it would draw more attention to it, since right now if you're heading for the health kit most of the lighthouse is hidden by the center portion of the lock.

All in all though, gameplay is fun. Well designed arena map. Some of the interiors felt a bit dark, but other then that bravo!
 
Sep 1, 2009
573
323
Anyone else got any gameday feedback because it seems that the demo for b2 doesn't exist . :(
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Here are the issues I was mentioning, green lines indicate a correct texture alignment direction, red indicates incorrect:

arena_arakawa_b20001.jpg

arena_arakawa_b20002.jpg

arena_arakawa_b20004.jpg

arena_arakawa_b20008.jpg

arena_arakawa_b20009.jpg

arena_arakawa_b20011.jpg


And so on, the issue is all over the map with similar geometry uses, those are just a few that I picked and pointed out for this demonstration.
 
Last edited:
Sep 1, 2009
573
323
After working on exams , I am now finally gettting back to Arakawa!

12/6/11 -b3 released
-Fixed merging areaportals
-Did some minor detail improvements
-Added 3dskybox fog
- Moved the light house to one side to reduce symetrical ness ....ness
-And some other stuff I can't remember

Download: http://dl.dropbox.com/u/8923481/arena_arakawa_b3.bsp.bz2
 
Sep 1, 2009
573
323
Gameday feedback bump....and Rexy if you find anymore unaligned areas,I may have to dispatch ninjas after you!
 

>>nemesis<<

L1: Registered
Aug 12, 2011
6
0
Hi everybody, that map is very good, but for the Versus Saxton Hale mode that map has some problems. I've decided to fix them. I'm waiting for the Godslayers authorisation to upload it on tf2maps.

Here is a list of what i've changed/fixed (see at the end of this post to see some screenshots) :

Map name is now (for this version) vsh_arakawa_b1

-(most important) spawn doors can now be opened as much as we want.
-water dmg reduced to 100dmg/sec
-some props added in water
-stairs added to leave the water (noob saxton players may need them :) )
-many roofs opened for building and camping
-dock wood platform opened for builds
-hook removed (the spot os op against hale)
-platform added in the middle house (the biggest house with the 2 "rotating_intake" models)
-the old BLU spawnroom is now for REDs (cause its REDs vs Saxton (BLU))
-3 BLU spawnpoints in the back of the map + 1 on the new platform
-textures of inside/outside walls are now in "RED style" on each side
-many camp spots are now open
-non-accessible props changed to "not solid"
-the lighthouse has now its lights (red and blue when RED or BLU team win anyhow the round)
-cool bridge added when the 2 metal windows (in front of the CP) are broken
-2 holes can now give acces (by the roof or by the saxton's super jump) at the crates platform
-some small ammobox and healthpack has been added
-light_env moved, now it match with the skybox texture
-some props added a minor changes
-better cubemaps, now it count 36 cubemaps (1 cubemap in fromt of each textures that have a reflec option ;) )
-HDR added?

(this version hasn't been optimised, it takes too much time and I dont have it)



(pictures are not up-to-date)
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
You know, it would been much nicer and effective to just ask Godslayer make vsh version instead just decompiling the map.
 

tyler

aa
Sep 11, 2013
5,102
4,621
I guess if the map doesn't work for VSH, maybe you should make your own.

Most people are not happy about this sort of thing being done.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Shame on godslayer for not adding the decompiler protection...

Also, as someone who has had this happen to them before, I would highly suggest that you DON'T upload the map at all, even with godslayers permission. It is very rude and insulting to take someones work, change it then update it (even with credit to them) without their permission.
 

>>nemesis<<

L1: Registered
Aug 12, 2011
6
0
I know, I know and I'm sorry, but when I decided to edit this map for vsh mode, I didn't think about asking the original mapper.
It was an error and I'm sorry.